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| author | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
|---|---|---|
| committer | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
| commit | 9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 (patch) | |
| tree | a84756b82513739a2672db3a1f0ec579db6d18ff /src/peds/CopPed.cpp | |
| download | re3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.tar.gz re3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.zip | |
Snapshot import (no upstream history) into git.ancap.in.ua/claude, per @lzcnt.
Source: https://github.com/Cai1Hsu/re3 branch miami.
Diffstat (limited to 'src/peds/CopPed.cpp')
| -rw-r--r-- | src/peds/CopPed.cpp | 874 |
1 files changed, 874 insertions, 0 deletions
diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp new file mode 100644 index 0000000..36bb02b --- /dev/null +++ b/src/peds/CopPed.cpp @@ -0,0 +1,874 @@ +#include "common.h" + +#include "World.h" +#include "PlayerPed.h" +#include "CopPed.h" +#include "Wanted.h" +#include "DMAudio.h" +#include "ModelIndices.h" +#include "Vehicle.h" +#include "RpAnimBlend.h" +#include "AnimBlendAssociation.h" +#include "General.h" +#include "ZoneCull.h" +#include "PathFind.h" +#include "RoadBlocks.h" +#include "CarCtrl.h" +#include "Renderer.h" +#include "Camera.h" +#include "PedPlacement.h" +#include "Ropes.h" +#include "Stinger.h" + +CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP) +{ + m_nCopType = copType; + switch (copType) { + case COP_STREET: + SetModelIndex(MI_COP); + GiveWeapon(WEAPONTYPE_NIGHTSTICK, 1000, true); + GiveDelayedWeapon(WEAPONTYPE_COLT45, 1000); + m_currentWeapon = WEAPONTYPE_UNARMED; + m_fArmour = 0.0f; + m_wepSkills = 208; /* TODO: what is this? seems unused */ + m_wepAccuracy = 60; + break; + case COP_FBI: + SetModelIndex(MI_FBI); + GiveDelayedWeapon(WEAPONTYPE_MP5, 1000); + SetCurrentWeapon(WEAPONTYPE_MP5); + m_fArmour = 100.0f; + m_wepSkills = 176; /* TODO: what is this? seems unused */ + m_wepAccuracy = 76; + break; + case COP_SWAT: + case COP_HELI_SWAT: + SetModelIndex(MI_SWAT); + GiveDelayedWeapon(WEAPONTYPE_UZI, 1000); + SetCurrentWeapon(WEAPONTYPE_UZI); + m_fArmour = 50.0f; + m_wepSkills = 32; /* TODO: what is this? seems unused */ + m_wepAccuracy = 68; + break; + case COP_ARMY: + SetModelIndex(MI_ARMY); + GiveDelayedWeapon(WEAPONTYPE_MP5, 1000); + SetCurrentWeapon(WEAPONTYPE_MP5); + m_fArmour = 100.0f; + m_wepSkills = 32; /* TODO: what is this? seems unused */ + m_wepAccuracy = 84; + break; + case COP_MIAMIVICE: + switch (modifier) { + case 0: SetModelIndex(MI_VICE1); break; + case 1: SetModelIndex(MI_VICE2); break; + case 2: SetModelIndex(MI_VICE3); break; + case 3: SetModelIndex(MI_VICE4); break; + case 4: SetModelIndex(MI_VICE5); break; + case 5: SetModelIndex(MI_VICE6); break; + case 6: SetModelIndex(MI_VICE7); break; + case 7: SetModelIndex(MI_VICE8); break; + default: assert(0); break; + } + GiveDelayedWeapon(WEAPONTYPE_UZI, 1000); + SetCurrentWeapon(WEAPONTYPE_UZI); + m_fArmour = 100.0f; + m_wepSkills = 176; + m_wepAccuracy = 76; + break; + } + m_bIsInPursuit = false; + field_5FE = 1; + m_bIsDisabledCop = false; + m_attackTimer = 0; + m_bBeatingSuspect = false; + m_bStopAndShootDisabledZone = false; + m_bDragsPlayerFromCar = false; + m_bZoneDisabled = false; + field_628 = -1; + m_nRoadblockVeh = nil; + m_bThrowsSpikeTrap = false; + m_pRopeEntity = nil; + m_fAbseilPos = 0.0f; + m_nHassleTimer = 0; + field_61C = 0; + field_624 = 0; + m_pStinger = new CStinger; + SetWeaponLockOnTarget(nil); +} + +CCopPed::~CCopPed() +{ + ClearPursuit(); + m_pStinger->Remove(); + delete m_pStinger; +} + +// Parameter should always be CPlayerPed, but it seems they considered making civilians arrestable at some point +void +CCopPed::SetArrestPlayer(CPed *player) +{ + if (!IsPedInControl() || !player) + return; + + player->Say(SOUND_PED_PLAYER_REACTTOCOP); + Say(SOUND_PED_ARREST_COP); + + if (player->EnteringCar()) { + if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) + return; + + // why? + player->bGonnaKillTheCarJacker = true; + + // Genius + FindPlayerPed()->m_bCanBeDamaged = false; + ((CPlayerPed*)player)->m_pArrestingCop = this; + this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop); + + } else if (player->m_nPedState != PED_DIE && player->m_nPedState != PED_DEAD && player->m_nPedState != PED_ARRESTED) { + player->m_nLastPedState = player->m_nPedState; + player->SetPedState(PED_ARRESTED); + + FindPlayerPed()->m_bCanBeDamaged = false; + ((CPlayerPed*)player)->m_pArrestingCop = this; + this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop); + } + + SetPedState(PED_ARREST_PLAYER); + SetObjective(OBJECTIVE_NONE); + m_prevObjective = OBJECTIVE_NONE; + bIsPointingGunAt = false; + m_pSeekTarget = player; + m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget); + SetCurrentWeapon(WEAPONTYPE_COLT45); + if (player->InVehicle()) { + player->m_pMyVehicle->m_nNumGettingIn = 0; + player->m_pMyVehicle->m_nGettingInFlags = 0; + player->m_pMyVehicle->bIsHandbrakeOn = true; + player->m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED); + } + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) + SetCurrentWeapon(WEAPONTYPE_COLT45); +} + +void +CCopPed::ClearPursuit(void) +{ + CPlayerPed *player = FindPlayerPed(); + if (!player) + return; + + CWanted *wanted = player->m_pWanted; + int ourCopId = 0; + bool foundMyself = false; + int biggestCopId = 0; + if (!m_bIsInPursuit) + return; + + m_bIsInPursuit = false; + for (int i = 0; i < Max(wanted->m_MaxCops, wanted->m_CurrentCops); ++i) { + if (!foundMyself && wanted->m_pCops[i] == this) { + wanted->m_pCops[i] = nil; + --wanted->m_CurrentCops; + foundMyself = true; + ourCopId = i; + biggestCopId = i; + } else { + if (wanted->m_pCops[i]) + biggestCopId = i; + } + } + if (foundMyself && biggestCopId > ourCopId) { + wanted->m_pCops[ourCopId] = wanted->m_pCops[biggestCopId]; + wanted->m_pCops[biggestCopId] = nil; + } + m_objective = OBJECTIVE_NONE; + m_prevObjective = OBJECTIVE_NONE; + m_nLastPedState = PED_NONE; + bIsRunning = false; + bNotAllowedToDuck = false; + bKindaStayInSamePlace = false; + m_bStopAndShootDisabledZone = false; + m_bDragsPlayerFromCar = false; + m_bZoneDisabled = false; + ClearObjective(); + if (IsPedInControl()) { + if (!m_pMyVehicle || wanted->GetWantedLevel() != 0) { + if (m_pMyVehicle && (m_pMyVehicle->GetPosition() - GetPosition()).MagnitudeSqr() < sq(5.0f)) { + m_nLastPedState = PED_IDLE; + SetSeek((CEntity*)m_pMyVehicle, 2.5f); + } else { + m_nLastPedState = PED_WANDER_PATH; + SetFindPathAndFlee(FindPlayerPed()->GetPosition(), 10000, true); + } + } else { + SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); + } + } +} + +// TODO: I don't know why they needed that parameter. +void +CCopPed::SetPursuit(bool ignoreCopLimit) +{ + if (CTimer::GetTimeInMilliseconds() < field_61C) + return; + + CWanted *wanted = FindPlayerPed()->m_pWanted; + if (m_bIsInPursuit || !IsPedInControl()) + return; + + if (wanted->m_CurrentCops < wanted->m_MaxCops || ignoreCopLimit) { + for (int i = 0; i < wanted->m_MaxCops; ++i) { + if (!wanted->m_pCops[i]) { + m_bIsInPursuit = true; + ++wanted->m_CurrentCops; + wanted->m_pCops[i] = this; + break; + } + } + if (m_bIsInPursuit) { + ClearObjective(); + m_prevObjective = OBJECTIVE_NONE; + SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, FindPlayerPed()); + SetObjectiveTimer(0); + bNotAllowedToDuck = true; + bIsRunning = true; + m_bStopAndShootDisabledZone = false; + } + } +} + +void +CCopPed::ArrestPlayer(void) +{ + m_pVehicleAnim = nil; + CPed *suspect = (CPed*)m_pSeekTarget; + if (suspect) { + if (suspect->CanSetPedState()) + suspect->SetPedState(PED_ARRESTED); + + if (suspect->bInVehicle && m_pMyVehicle && suspect->m_pMyVehicle == m_pMyVehicle) { + + // BUG? I will never understand why they used LINE_UP_TO_CAR_2... + LineUpPedWithCar(LINE_UP_TO_CAR_2); + } + + if (suspect && (suspect->m_nPedState == PED_ARRESTED || suspect->DyingOrDead() || suspect->EnteringCar())) { + + CAnimBlendAssociation *arrestAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ARREST); + if (!arrestAssoc || arrestAssoc->blendDelta < 0.0f) + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_ARREST, 4.0f); + + CVector suspMidPos; + suspect->m_pedIK.GetComponentPosition(suspMidPos, PED_MID); + m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(suspMidPos.x, suspMidPos.y, + GetPosition().x, GetPosition().y); + + m_fRotationCur = m_fRotationDest; + SetOrientation(0.0f, 0.0f, m_fRotationCur); + } else { + ClearPursuit(); + } + } else { + ClearPursuit(); + } +} + +void +CCopPed::ScanForCrimes(void) +{ + CVehicle *playerVeh = FindPlayerVehicle(); + + // Look for car alarms + if (playerVeh && playerVeh->IsCar()) { + if (playerVeh->IsAlarmOn()) { + if ((playerVeh->GetPosition() - GetPosition()).MagnitudeSqr() < sq(20.0f)) + FindPlayerPed()->SetWantedLevelNoDrop(1); + } + } + + // Look for stolen cop cars + if (!m_bIsInPursuit) { + CPlayerPed *player = FindPlayerPed(); + if ((m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) + && player->m_pWanted->GetWantedLevel() == 0) { + + if (player->m_pMyVehicle +#ifdef FIX_BUGS + && m_pMyVehicle == player->m_pMyVehicle +#endif + && player->m_pMyVehicle->bIsLawEnforcer) + player->SetWantedLevelNoDrop(1); + } + } +} + +void +CCopPed::CopAI(void) +{ + CWanted *wanted = FindPlayerPed()->m_pWanted; + int wantedLevel = wanted->GetWantedLevel(); + CPhysical *playerOrHisVeh = FindPlayerVehicle() ? (CPhysical*)FindPlayerVehicle() : (CPhysical*)FindPlayerPed(); + + if (wanted->m_bIgnoredByEveryone || wanted->m_bIgnoredByCops) { + if (m_nPedState != PED_ARREST_PLAYER) + ClearPursuit(); + + return; + } + if (CCullZones::NoPolice() && m_bIsInPursuit && !m_bIsDisabledCop) { + if (bHitSomethingLastFrame) { + m_bZoneDisabled = true; + m_bIsDisabledCop = true; + bKindaStayInSamePlace = true; + bIsRunning = false; + bNotAllowedToDuck = false; + bCrouchWhenShooting = false; + SetIdle(); + ClearObjective(); + ClearPursuit(); + m_prevObjective = OBJECTIVE_NONE; + m_nLastPedState = PED_NONE; + SetAttackTimer(0); + + // Safe distance for disabled zone? Or to just make game easier? + if (m_fDistanceToTarget > 15.0f) + m_bStopAndShootDisabledZone = true; + } + } else if (m_bZoneDisabled && !CCullZones::NoPolice()) { + m_bZoneDisabled = false; + m_bIsDisabledCop = false; + m_bStopAndShootDisabledZone = false; + bKindaStayInSamePlace = false; + bCrouchWhenShooting = false; + bDuckAndCover = false; + ClearPursuit(); + } + if (wantedLevel > 0) { + if (!m_bIsDisabledCop) { + // Turn and shoot the player's vehicle, if possible + if (!m_bIsInPursuit && !GetWeapon()->IsTypeMelee() && FindPlayerVehicle() && m_fDistanceToTarget < CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange) { + if (FindPlayerVehicle()->m_vecMoveSpeed.Magnitude2D() > 0.1f) { + CVector2D distToVeh = GetPosition() - FindPlayerVehicle()->GetPosition(); + distToVeh.Normalise(); + CVector2D vehSpeed = FindPlayerVehicle()->m_vecMoveSpeed; + vehSpeed.Normalise(); + + if (DotProduct2D(distToVeh, vehSpeed) > 0.8f) { + SetLookFlag(playerOrHisVeh, true); + SetMoveState(PEDMOVE_STILL); + if (TurnBody()) { + SetAttack(FindPlayerVehicle()); + SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 1000.0f)); + SetAttackTimer(CGeneral::GetRandomNumberInRange(200.0f, 300.0f)); + } + } else if (m_nPedState == PED_ATTACK) + RestorePreviousState(); + } + } + + if (!m_bIsInPursuit || wanted->m_CurrentCops > wanted->m_MaxCops) { + CCopPed *copFarthestToTarget = nil; + float copFarthestToTargetDist = m_fDistanceToTarget; + + int oldCopNum = wanted->m_CurrentCops; + int maxCops = wanted->m_MaxCops; + + for (int i = 0; i < Max(maxCops, oldCopNum); i++) { + CCopPed *cop = wanted->m_pCops[i]; + if (cop && cop->m_fDistanceToTarget > copFarthestToTargetDist) { + copFarthestToTargetDist = cop->m_fDistanceToTarget; + copFarthestToTarget = wanted->m_pCops[i]; + } + } + + if (m_bIsInPursuit) { + if (copFarthestToTarget && oldCopNum > maxCops) { + if (copFarthestToTarget == this && m_fDistanceToTarget > 10.0f) { + ClearPursuit(); + } else if(copFarthestToTargetDist > 10.0f) + copFarthestToTarget->ClearPursuit(); + } + } else { + if (oldCopNum < maxCops) { + SetPursuit(true); + } else { + if (m_fDistanceToTarget <= 10.0f || copFarthestToTarget && m_fDistanceToTarget < copFarthestToTargetDist) { + if (copFarthestToTarget && copFarthestToTargetDist > 10.0f) + copFarthestToTarget->ClearPursuit(); + + SetPursuit(true); + } + } + } + } else + SetPursuit(false); + + if (!m_bIsInPursuit) + return; + + if (wantedLevel > 1 && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) + SetCurrentWeapon(WEAPONTYPE_COLT45); + else if (wantedLevel == 1 && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED && !FindPlayerPed()->m_pCurrentPhysSurface) { + // i.e. if player is on top of car, cop will still use colt45. + SetCurrentWeapon(GetWeaponSlot(WEAPONTYPE_NIGHTSTICK) >= 0 ? WEAPONTYPE_NIGHTSTICK : WEAPONTYPE_UNARMED); + } + + if (m_bBeatingSuspect && GetWeapon()->m_eWeaponType == WEAPONTYPE_NIGHTSTICK) + Say(SOUND_PED_PULLOUTWEAPON); + + if (FindPlayerVehicle()) { + if (m_bBeatingSuspect) { + --wanted->m_CopsBeatingSuspect; + m_bBeatingSuspect = false; + } + if (m_fDistanceToTarget * FindPlayerSpeed().Magnitude() > 4.0f) + ClearPursuit(); + } + return; + } + SetCurrentWeapon(WEAPONTYPE_COLT45); + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + float weaponRange = weaponInfo->m_fRange; + SetLookFlag(playerOrHisVeh, true); + TurnBody(); + if (!bIsDucking || bCrouchWhenShooting && GetCrouchFireAnim(weaponInfo)) { + if (m_attackTimer >= CTimer::GetTimeInMilliseconds()) { + if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT && !m_bZoneDisabled) { + CVector targetDist = playerOrHisVeh->GetPosition() - GetPosition(); + if (m_fDistanceToTarget > 30.0f) { + if (bIsDucking) + ClearDuck(); + + // Target is coming onto us + if (DotProduct(playerOrHisVeh->m_vecMoveSpeed, targetDist) > 0.0f) { + m_bIsDisabledCop = false; + bKindaStayInSamePlace = false; + bNotAllowedToDuck = false; + bDuckAndCover = false; + SetPursuit(false); + SetObjective(OBJECTIVE_KILL_CHAR_ANY_MEANS, FindPlayerPed()); + } + } else if (m_fDistanceToTarget < 5.0f + && (!FindPlayerVehicle() || FindPlayerVehicle()->m_vecMoveSpeed.MagnitudeSqr() < sq(1.f/200.f))) { + m_bIsDisabledCop = false; + bKindaStayInSamePlace = false; + bNotAllowedToDuck = false; + bDuckAndCover = false; + } else { + float dotProd; + if (m_nRoadblockVeh) { + dotProd = DotProduct2D(playerOrHisVeh->GetPosition() - m_nRoadblockVeh->GetPosition(), GetPosition() - m_nRoadblockVeh->GetPosition()); + } else + dotProd = -1.0f; + + if(dotProd < 0.0f) { + if (bIsDucking) + ClearDuck(); + m_bIsDisabledCop = false; + bKindaStayInSamePlace = false; + bNotAllowedToDuck = false; + bCrouchWhenShooting = false; + bDuckAndCover = false; + SetPursuit(false); + } else { + bIsPointingGunAt = true; + } + } + } + } else { + if (m_fDistanceToTarget < weaponRange) { + CVector gunPos = weaponInfo->m_vecFireOffset; + TransformToNode(gunPos, PED_HANDR); + + CColPoint foundCol; + CEntity *foundEnt; + if (!CWorld::ProcessLineOfSight(gunPos, playerOrHisVeh->GetPosition(), foundCol, foundEnt, + false, true, false, false, true, false, false) + || foundEnt && foundEnt == playerOrHisVeh) { + + SetWeaponLockOnTarget(playerOrHisVeh); + SetAttack(playerOrHisVeh); + SetShootTimer(CGeneral::GetRandomNumberInRange(500, 1000)); + } + SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 300)); + } + SetMoveState(PEDMOVE_STILL); + } + } + } else { + if (!m_bIsDisabledCop || m_bZoneDisabled) { + if (m_nPedState != PED_AIM_GUN) { + if (m_bIsInPursuit) + ClearPursuit(); + + if (IsPedInControl()) { + // Entering the vehicle + if (m_pMyVehicle && !bInVehicle) { + if (m_pMyVehicle->IsLawEnforcementVehicle()) { + if (m_pMyVehicle->pDriver) { + if (m_pMyVehicle->pDriver->m_nPedType == PEDTYPE_COP) { + if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) + SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_pMyVehicle); + } else if (m_pMyVehicle->pDriver->IsPlayer()) { + FindPlayerPed()->SetWantedLevelNoDrop(1); + } + } else if (m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) { + SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); + } + } else { + m_pMyVehicle = nil; + ClearObjective(); + SetWanderPath(CGeneral::GetRandomNumber() & 7); + } + } else { + if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_HASSLE_CHAR && CharCreatedBy == RANDOM_CHAR) { + for (int i = 0; i < m_numNearPeds; i++) { + CPed *nearPed = m_nearPeds[i]; + if (nearPed->CharCreatedBy == RANDOM_CHAR) { + if ((nearPed->m_nPedType == PEDTYPE_CRIMINAL || nearPed->IsGangMember()) + && nearPed->IsPedInControl()) { + + bool anotherCopChasesHim = false; + if (nearPed->m_nPedState == PED_FLEE_ENTITY) { + if (nearPed->m_fleeFrom && nearPed->m_fleeFrom->IsPed() && + ((CPed*)nearPed->m_fleeFrom)->m_nPedType == PEDTYPE_COP) { + anotherCopChasesHim = true; + } + } + if (!anotherCopChasesHim) { + SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, nearPed); + nearPed->SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, this); + nearPed->bBeingChasedByPolice = true; + return; + } + } else { + if (nearPed->m_nPedType != PEDTYPE_COP && !nearPed->IsPlayer() + && nearPed->IsPedInControl() && m_nHassleTimer < CTimer::GetTimeInMilliseconds()) { + + if (nearPed->m_objective == OBJECTIVE_NONE && nearPed->m_nPedState == PED_WANDER_PATH + && !nearPed->m_pLookTarget && nearPed->m_lookTimer < CTimer::GetTimeInMilliseconds()) { + + if ((GetPosition() - nearPed->GetPosition()).MagnitudeSqr() < sq(5.0f)) { + + if (CWorld::GetIsLineOfSightClear(GetPosition(), nearPed->GetPosition(), + true, false, false, false, false, false, false)) { + Say(SOUND_PED_COP_REACTION); + SetObjective(OBJECTIVE_HASSLE_CHAR, nearPed); + nearPed->SetObjective(OBJECTIVE_WAIT_ON_FOOT_FOR_COP, this); + m_nHassleTimer = CTimer::GetTimeInMilliseconds() + 100000; + } + } + } + } + } + } + } + } + } + } + } + } else { + if (m_bIsInPursuit && m_nPedState != PED_AIM_GUN) + ClearPursuit(); + + m_bIsDisabledCop = false; + bKindaStayInSamePlace = false; + bNotAllowedToDuck = false; + bCrouchWhenShooting = false; + bDuckAndCover = false; + if (bIsDucking) + ClearDuck(); + if (m_pMyVehicle) + SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); + } + } +} + +void +CCopPed::ProcessControl(void) +{ + if (m_nCopType == COP_HELI_SWAT) + ProcessHeliSwat(); + + CPed::ProcessControl(); + + if (m_bThrowsSpikeTrap) { + if (CGame::currArea != AREA_MALL) + ProcessStingerCop(); + return; + } + + if (m_pStinger && m_pStinger->bIsDeployed && m_pStinger->m_nSpikeState == STINGERSTATE_DEPLOYED && CGame::currArea != AREA_MALL) + m_pStinger->Process(); + + if (bWasPostponed) + return; + + if (m_nPedState == PED_DEAD) { + ClearPursuit(); + m_objective = OBJECTIVE_NONE; + return; + } + if (m_nPedState == PED_DIE) + return; + + if (m_nPedState == PED_ARREST_PLAYER) { + ArrestPlayer(); + return; + } + GetWeapon()->Update(m_audioEntityId, nil); + if (m_moved.Magnitude() > 0.0f) + Avoid(); + + CPhysical *playerOrHisVeh = FindPlayerVehicle() ? (CPhysical*)FindPlayerVehicle() : (CPhysical*)FindPlayerPed(); + CPlayerPed *player = FindPlayerPed(); + + m_fDistanceToTarget = (playerOrHisVeh->GetPosition() - GetPosition()).Magnitude(); + if (player->m_nPedState == PED_ARRESTED || player->DyingOrDead()) { + if (m_fDistanceToTarget < 5.0f) { + SetArrestPlayer(player); + return; + } + if (IsPedInControl()) + SetIdle(); + } + + if (m_bIsInPursuit) { + if (player->m_nPedState != PED_ARRESTED && !player->DyingOrDead()) { + if (player->m_pWanted->m_CurrentCops == 1) { + Say(SOUND_PED_COP_ALONE); + } else { + int numCopsNear = 0; + for (int i = 0; i < player->m_numNearPeds; ++i) { + CPed *nearPed = player->m_nearPeds[i]; + if (nearPed->m_nPedType == PEDTYPE_COP && nearPed->m_nPedState != PED_DEAD) + ++numCopsNear; + } + if (numCopsNear <= 3) { + Say(SOUND_PED_COP_LITTLECOPSAROUND); + if (!player->bInVehicle) { + CVector distToPlayer = player->GetPosition() - GetPosition(); + if (distToPlayer.MagnitudeSqr() < sq(20.0f)) { + player->Say(SOUND_PED_PLAYER_FARFROMCOPS); + if (player->m_nPedState != PED_ATTACK && player->m_nPedState != PED_AIM_GUN) { + player->SetLookFlag(this, false); + player->SetLookTimer(1000); + } + } + } + } else if ((CGeneral::GetRandomNumber() % 16) == 1) { + Say(SOUND_PED_COP_MANYCOPSAROUND); + } + } + } + } + + if (IsPedInControl()) { + CopAI(); + /* switch (m_nCopType) + { + case COP_FBI: + CopAI(); + break; + case COP_SWAT: + CopAI(); + break; + case COP_ARMY: + CopAI(); + break; + default: + CopAI(); + break; + } */ + } else if (InVehicle()) { + if (m_pMyVehicle->pDriver == this && m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_NONE && + CanPedDriveOff() && m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE) { + + CCarCtrl::JoinCarWithRoadSystem(m_pMyVehicle); + m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE; + m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS; + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 17; + } + } + if (IsPedInControl() || m_nPedState == PED_DRIVING) + ScanForCrimes(); + + // They may have used goto to jump here in case of PED_ATTACK. + if (m_nPedState == PED_IDLE || m_nPedState == PED_ATTACK) { + if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && + player && player->EnteringCar() && m_fDistanceToTarget < 1.3f) { + SetArrestPlayer(player); + } + } else { + if (m_nPedState == PED_SEEK_POS) { + if (player->m_nPedState == PED_ARRESTED) { + SetIdle(); + SetLookFlag(player, false); + SetLookTimer(1000); + RestorePreviousObjective(); + } else { + if (player->m_pMyVehicle && player->m_pMyVehicle->m_nNumGettingIn != 0) { + m_distanceToCountSeekDone = 1.3f; + } + + if (!bDuckAndCover && Seek()) { + CVehicle *playerVeh = FindPlayerVehicle(); + if (!playerVeh && player && player->EnteringCar()) { + SetArrestPlayer(player); + } else if (1.5f + GetPosition().z <= m_vecSeekPos.z || GetPosition().z - 0.3f >= m_vecSeekPos.z) { + SetMoveState(PEDMOVE_STILL); + } else if (playerVeh && playerVeh->CanPedEnterCar() && playerVeh->m_nNumGettingIn == 0) { + SetCarJack(playerVeh); + } + } + } + } else if (m_nPedState == PED_SEEK_ENTITY) { + if (!m_pSeekTarget) { + RestorePreviousState(); + } else { + m_vecSeekPos = m_pSeekTarget->GetPosition(); + if (Seek()) { + if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && m_fDistanceToTarget < 2.5f && player) { + if (player->m_nPedState == PED_ARRESTED || player->m_nPedState == PED_ENTER_CAR || + (player->m_nPedState == PED_CARJACK && m_fDistanceToTarget < 1.3f)) { + SetArrestPlayer(player); + } else + RestorePreviousState(); + } else { + RestorePreviousState(); + } + + } + } + } + } + + if (m_pPointGunAt) + Say(SOUND_PED_COP_UNK_129); + + if (m_bStopAndShootDisabledZone) { + bool dontShoot = false; + if (GetIsOnScreen()) { + if (((CTimer::GetFrameCounter() + m_randomSeed) & 0x1F) == 17) { + CEntity* foundBuilding = nil; + CColPoint foundCol; + CVector lookPos = GetPosition() + CVector(0.0f, 0.0f, 0.7f); + CVector camPos = TheCamera.GetGameCamPosition(); + CWorld::ProcessLineOfSight(camPos, lookPos, foundCol, foundBuilding, + true, false, false, false, false, false, false); + + // He's at least 15.0 far, in disabled zone, collided into somewhere (that's why m_bStopAndShootDisabledZone set), + // and now has building on front of him. He's stupid, we don't need him. + if (foundBuilding) { + FlagToDestroyWhenNextProcessed(); + dontShoot = true; + } + } + } else { + FlagToDestroyWhenNextProcessed(); + dontShoot = true; + } + + if (!dontShoot) { + bStopAndShoot = true; + bKindaStayInSamePlace = true; + bIsPointingGunAt = true; + SetAttack(m_pedInObjective); + } + } + + if (field_624 >= 2 && m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) { + CVector centre = GetPosition() + CVector(0.f, 0.f, 0.65f); + if (CWorld::TestSphereAgainstWorld(centre, 0.35f, this, true, false, false, false, false, false)) { + field_624 = 0; + m_bStopAndShootDisabledZone = true; + ClearPursuit(); + SetObjective(OBJECTIVE_NONE); + SetWanderPath(CGeneral::GetRandomNumberInRange(0,8)); + field_61C = CTimer::GetTimeInMilliseconds() + 30000; + } else { + field_624 = 0; + if (GetWeapon()->IsTypeMelee()) { + // TODO(Miami): enum + for (int i = 3; i < 7; i++) { + if (HasWeaponSlot(i)) { + SetCurrentWeapon(i); + break; + } + } + SetMoveState(PEDMOVE_STILL); + bStopAndShoot = true; + } + } + } else if (CTimer::GetTimeStep() / 100.f <= m_fDistanceTravelled) + field_624 = 0; +} + +void +CCopPed::ProcessHeliSwat(void) +{ + CVector bestPos = GetPosition(); + SetPedState(PED_ABSEIL); + CPedPlacement::FindZCoorForPed(&bestPos); + if (GetPosition().z - 2.0f >= bestPos.z && m_pRopeEntity) { + m_fAbseilPos += 0.003f * CTimer::GetTimeStep(); + m_vecMoveSpeed.z = -0.03f; + m_vecTurnSpeed = CVector(0.f, 0.f, (m_randomSeed % 32) * 0.003f - 0.05f); + CPhysical::ApplyTurnSpeed(); + GetMatrix().Reorthogonalise(); + CVector posOnRope; + + if (CRopes::FindCoorsAlongRope(m_nRopeID, m_fAbseilPos, &posOnRope)) { + SetPosition(posOnRope); + } else { + bUsesCollision = true; + m_vecMoveSpeed = CVector(0.f, 0.f, 0.f); + SetPedState(PED_IDLE); + m_nCopType = COP_SWAT; + SetInTheAir(); + bKnockedUpIntoAir = true; + } + Say(SOUND_PED_COP_HELIPILOTPHRASE); + } else { + bUsesCollision = true; + m_vecMoveSpeed = CVector(0.f, 0.f, 0.f); + SetPedState(PED_IDLE); + m_nCopType = COP_SWAT; + SetInTheAir(); + bKnockedUpIntoAir = true; + } +} + +void +CCopPed::ProcessStingerCop(void) +{ + if (m_pStinger->bIsDeployed || FindPlayerVehicle() && (FindPlayerVehicle()->IsCar() || FindPlayerVehicle()->IsBike())) { + if (m_pStinger->bIsDeployed) { + m_pStinger->Process(); + } else { + CVector2D vehDist = GetPosition() - FindPlayerVehicle()->GetPosition(); + CVector2D dirVehGoing = FindPlayerVehicle()->m_vecMoveSpeed; + if (vehDist.MagnitudeSqr() < sq(30.0f)) { + if (dirVehGoing.MagnitudeSqr() > 0.0f) { + vehDist.Normalise(); + dirVehGoing.Normalise(); + if (DotProduct2D(vehDist, dirVehGoing) > 0.8f) { + float angle = (CrossProduct2D(vehDist, dirVehGoing - vehDist) < 0.0f ? + FindPlayerVehicle()->GetForward().Heading() - HALFPI : + HALFPI + FindPlayerVehicle()->GetForward().Heading()); + + SetHeading(angle); + m_fRotationCur = angle; + m_fRotationDest = angle; + m_pStinger->Deploy(this); + } + } + } + } + } else { + ClearPursuit(); + } +} |
